rah*_*m52 9 xcode objective-c ios ios7
我创建了SKScene继承类.问题是关于物理体接触的方法
- (void)didBeginContact:(SKPhysicsContact *)contact
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是不是调用解决方案可能很简单但作为初学者与精灵工具包我坚持这个.
下面是代码
#import "MyScene.h"
@interface MyScene ()
@property BOOL contentCreated;
@end
@implementation MyScene
- (id)initWithSize:(CGSize)size {
self = [super initWithSize:size];
if (self) {
self.physicsWorld.contactDelegate = self;
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
}
return self;
}
- (void)didMoveToView:(SKView *)view
{
if (!self.contentCreated) {
[self buildWorld];
self.physicsWorld.contactDelegate = self;
}
}
#pragma mark - World Building
- (void)buildWorld {
NSLog(@"Building the world");
SKSpriteNode * sprite1 = [[SKSpriteNode alloc] initWithColor:[SKColor grayColor] size:CGSizeMake(100,100)];
sprite1.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(100,100)];
sprite1.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame) +100);
SKSpriteNode * sprite2 = [[SKSpriteNode alloc] initWithColor:[SKColor grayColor] size:CGSizeMake(100,100)];
sprite2.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(100,100)];
sprite2.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame) - 100);
[self addChild:sprite1];
[self addChild:sprite2];
}
- (void)didBeginContact:(SKPhysicsContact *)contact
{
NSLog(@"contact");
}
@end
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提前致谢.
Cor*_*rey 13
从SKPhysicsWorld文档:
当两个物理实体重叠并且其中一个物理
contactTestBitMask实体具有与另一个实体属性重叠的属性时,将创建一个联系人categoryBitMask.
你必须分配物理主体a categoryBitMask和a contactTestBitMask.您想先创建类别:
static const uint32_t sprite1Category = 0x1 << 0;
static const uint32_t sprite2Category = 0x1 << 1;
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接下来,分配类别和联系测试位掩码:
sprite1.physicsBody.categoryBitMask = sprite1Category;
sprite1.physicsBody.contactTestBitMask = sprite2Category;
sprite2.physicsBody.categoryBitMask = sprite2Category;
sprite2.physicsBody.contactTestBitMask = sprite1Category;
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请注意SKPhysicsBody文档:
为获得最佳性能,只需在联系人掩码中设置您感兴趣的交互位.
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